Hey! That's a really cool rig. Good job with that! But I'd suggest to connect IK ribbon to FK so they can work at the same time. But this is a little tricky topic. That's a food for your mind!
@Saurabh Kapoor Not sure, cause I think advanced controlling IK controls with FK controls and there's just one surface following those controls or the other way around. But I'm talking about completely seperate systems. Like the layers of deformation. Where you can have an individual FK system working and then IK spline on top of that or something and you can add more if you want. And this all works at the same time. But it's layered. So you can't control the first layer with your last one. I hope it's clear, because it might seem complicated. But the setup itself really is complicated
Thanks for liking my work, Unfortunately making a tutorial for whole rog would be extremely time taking. i can still provide tutorial for a specific part if needed
To create unreal standard rigs in maya, you need to understand that the rig should have one skincluster for main mesh only and all other secondary should be blendshape but no skinning and also the joints should be in single chain hierarchy
I used multilayer setup, I applied sine deformer to a new nurbs surface and attached same number of locator/joint chain as main fk to the surface The values of the loc/joint chain is directly getting feeded into the main fk chain which drives all other ctrls Same is done with other multilayer ctrls
@@Saurabhrigtd thank you very much for your response. It would be possible, I don't want it to be a bother. Can you share a small video explaining it, to understand it better. Anyway, I will look for more information on this. Thank you
@@emanuelcs2288 yes thats one of the way, applying sin and other deformer to multiple ribbons and then bledshaping them to the main ribbon which drive main fk Or you can just apply deformer to one ribbon and transfer the values of joint chain directly to main fk offset grp without blendshaping
Hi, Thanks for liking my work, you can buy the rig and tools on my Gumroad page. Actually it took me around 3 months for this rig because I didn't had a roadmap of the rig, usually I researched along the week and then implement it on the rig doing a RnD. So there was a lot of back and forth during the creation. Currently I can recreate this rig in 20-25 days
Currently occupied with heavy deadlines and festive season so Can't make it, Also can you specify the part you want a tutorial for as the whole snake rig tutorial would be a long series.
Awesome job !!!! What an infinite amount of control and a well thought process. Good job !
SHARING IT !
Thanks a lot for liking and sharing my work ❤️
Hey! That's a really cool rig. Good job with that! But I'd suggest to connect IK ribbon to FK so they can work at the same time. But this is a little tricky topic. That's a food for your mind!
Thanks for the feedback. Are you stating something like hybrid FK which works with Ik aswell, that we get in advance skeleton spine rig?
@Saurabh Kapoor Not sure, cause I think advanced controlling IK controls with FK controls and there's just one surface following those controls or the other way around. But I'm talking about completely seperate systems. Like the layers of deformation. Where you can have an individual FK system working and then IK spline on top of that or something and you can add more if you want. And this all works at the same time. But it's layered. So you can't control the first layer with your last one. I hope it's clear, because it might seem complicated. But the setup itself really is complicated
Awesome Rig!!!!! 👌👌👌
Thanks
@Saurabhrigtd For the collision part, did you use Maya muscle? Do you have a tutorial that you can share with me?
@@emanuelcs2288 Yes I used maya muscle for current setup, but you can use maya matrix based collision setup to make rig faster
@@Saurabhrigtd thank you so much. Do you know any tutorial that you can recommend? please
@@emanuelcs2288 you can check
Collision rig with matrix by Marco D'Ambros TD
And
Just search maya smart collision setup for muscle collision
Hello, the rig look so great, could you mind let me have a try this rig? Thanks!
Amazing!
great job !
Graet JOB !!! will u pls make the tutorial how to make this rig
Thanks for liking my work,
Unfortunately making a tutorial for whole rog would be extremely time taking. i can still provide tutorial for a specific part if needed
super work
Thanks
Hi 👋 This is mani.......... I want to know How to create Unreal Engine 5 standards rig in maya pls replay Thank you🙂
To create unreal standard rigs in maya, you need to understand that the rig should have one skincluster for main mesh only and all other secondary should be blendshape but no skinning and also the joints should be in single chain hierarchy
I need help, How do you apply the Sine deformer to affect all Controls?
I used multilayer setup, I applied sine deformer to a new nurbs surface and attached same number of locator/joint chain as main fk to the surface
The values of the loc/joint chain is directly getting feeded into the main fk chain which drives all other ctrls
Same is done with other multilayer ctrls
@@Saurabhrigtd thank you very much for your response.
It would be possible, I don't want it to be a bother. Can you share a small video explaining it, to understand it better.
Anyway, I will look for more information on this. Thank you
For the multilayer setup to use, you create a ribbon and apply different blendshapes to it? Is this the idea? @@Saurabhrigtd
@@emanuelcs2288 yes thats one of the way, applying sin and other deformer to multiple ribbons and then bledshaping them to the main ribbon which drive main fk
Or you can just apply deformer to one ribbon and transfer the values of joint chain directly to main fk offset grp without blendshaping
@@emanuelcs2288 I'll try to make one video tomorrow if I get time
Hi, how long time for make this kind of rig ? Nice rig
Hi, Thanks for liking my work, you can buy the rig and tools on my Gumroad page.
Actually it took me around 3 months for this rig because I didn't had a roadmap of the rig, usually I researched along the week and then implement it on the rig doing a RnD. So there was a lot of back and forth during the creation.
Currently I can recreate this rig in 20-25 days
Hay where did you get this kind of var- FK plug in can you share with me too and if you made it by yourself then will you share with me to ☺️☺️
This is not a plugin, I created this rig system in it
How can i get it ?
Awesome, Are you willing to sell your 'rigging file'?
Hey thanks for liking it, currently I'm not selling this as there are still some issues to fix.
Maybe I can list this rig in future
大佬
please post snake rig tutorial as soon as possible...
Currently occupied with heavy deadlines and festive season so Can't make it, Also can you specify the part you want a tutorial for as the whole snake rig tutorial would be a long series.
Waw 👏👏👏 great job 😊 Can I get the rigged model please 🙏
Hey, there are still some updates left in the rig, I'll soon upload this rig in gumroad to download